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lib + include + Godot dossier
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88
GodoBinding/include/gen/SurfaceTool.hpp
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88
GodoBinding/include/gen/SurfaceTool.hpp
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#ifndef GODOT_CPP_SURFACETOOL_HPP
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#define GODOT_CPP_SURFACETOOL_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "Reference.hpp"
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namespace godot {
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class Mesh;
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class ArrayMesh;
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class Material;
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class SurfaceTool : public Reference {
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struct ___method_bindings {
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godot_method_bind *mb_add_bones;
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godot_method_bind *mb_add_color;
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godot_method_bind *mb_add_index;
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godot_method_bind *mb_add_normal;
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godot_method_bind *mb_add_smooth_group;
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godot_method_bind *mb_add_tangent;
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godot_method_bind *mb_add_triangle_fan;
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godot_method_bind *mb_add_uv;
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godot_method_bind *mb_add_uv2;
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godot_method_bind *mb_add_vertex;
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godot_method_bind *mb_add_weights;
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godot_method_bind *mb_append_from;
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godot_method_bind *mb_begin;
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godot_method_bind *mb_clear;
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godot_method_bind *mb_commit;
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godot_method_bind *mb_commit_to_arrays;
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godot_method_bind *mb_create_from;
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godot_method_bind *mb_create_from_blend_shape;
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godot_method_bind *mb_deindex;
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godot_method_bind *mb_generate_normals;
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godot_method_bind *mb_generate_tangents;
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godot_method_bind *mb_index;
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godot_method_bind *mb_set_material;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "SurfaceTool"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
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// enums
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// constants
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static SurfaceTool *_new();
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// methods
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void add_bones(const PoolIntArray bones);
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void add_color(const Color color);
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void add_index(const int64_t index);
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void add_normal(const Vector3 normal);
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void add_smooth_group(const bool smooth);
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void add_tangent(const Plane tangent);
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void add_triangle_fan(const PoolVector3Array vertices, const PoolVector2Array uvs = PoolVector2Array(), const PoolColorArray colors = PoolColorArray(), const PoolVector2Array uv2s = PoolVector2Array(), const PoolVector3Array normals = PoolVector3Array(), const Array tangents = Array());
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void add_uv(const Vector2 uv);
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void add_uv2(const Vector2 uv2);
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void add_vertex(const Vector3 vertex);
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void add_weights(const PoolRealArray weights);
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void append_from(const Ref<Mesh> existing, const int64_t surface, const Transform transform);
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void begin(const int64_t primitive);
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void clear();
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Ref<ArrayMesh> commit(const Ref<ArrayMesh> existing = nullptr, const int64_t flags = 97280);
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Array commit_to_arrays();
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void create_from(const Ref<Mesh> existing, const int64_t surface);
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void create_from_blend_shape(const Ref<Mesh> existing, const int64_t surface, const String blend_shape);
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void deindex();
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void generate_normals(const bool flip = false);
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void generate_tangents();
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void index();
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void set_material(const Ref<Material> material);
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};
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}
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#endif
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